PROGRAM 26TH JUNE 2020
12:00 – 21:00
Discover and play a diverse selection of games from the Netherlands and abroad with Utomik’s platform (PC only) for 7 days straight. Chat with the showcase developers through our online channels and join us in the showcase stream.
13:30 - 14:00: Control Rig In UE4 - Bonus: The Unreal Engine Ecosystem
Control Rigs in Unreal Engine 4 is a scriptable rigging system that is based on Blueprint and is mainly designed for controlling properties to drive animation. With Control Rig in Unreal Engine, it is extremely easy to animate in context of the given gameplay situation without going back and forth between different programs. Andreas and Sjoerd will show how to set up a rig, add controls and simulation to it and how animating directly in the engine will look like. As a bonus, Sjoerd & Andreas will give a short overview of the latest news regarding Unreal Engine including the Epic Mega Grant initiative.
By Andreas Suika, Technical Evangelist at Epic Games
15:30 - 16:00: Networking in the INDIGO Lobby
Join us in our virtual networking space, where you can meet with all guests of INDIGO 2020 face-to-face. The INDIGO lobby is part of the INDIGO DISCOVER track.
18:30 - 19:00: Future of the VR Ecosystem
Virtual Reality is a rapidly changing industry, and recent shifts present interesting opportunities and challenges for indie developers. Let’s talk about where the industry is now, where things are going, and how you as an indie developer might ride this wave.
By Bruce Wooden, Content Launch Manager at Oculus VR
20:00 – 20:30
Join us for the ceremony and find out who becomes the night’s big winner and can go home with the INDIGO Award and their name in the INDIGO Hall of Fame.
12:00 – 21:00
Insider tips, tricks and tactics for game business! Listen to industry experts, prominent game companies and entrepreneurs when they share their experience with you. Our INDIGO TALKS will inspire you to bring your business to the next level!
12:30 - 13:00: Perception Is Reality: Branding & You
Something that haunts every developer is sitting in front of a blank store page or pitch deck and trying to talk about their game. Do you rely on genre fallbacks and call it the next best F2P MMORPG? Do you compare it to similar games, hoping that will identify the ‘special’ thing about yours? Do you just give up and add eighteen gifs and hope they speak for themselves?
Creating a game is hard, but communicating it to an audience (and sometimes even the rest of the team) is harder. This talk will go through breaking down the very concept of branding, how to make it manageable, and what you should be considering when you start working on that dream indie game. We’ll look at how to identify what’s unique about your game, how to position it so it’s recognizable, and how you explain it to your audience. We’ll come up with branding pillars, establish processes and concepts, and study some games in the wild to better understand how to sell ourselves and our games.
By Meredith Hall, Games and Digital Content Officer at Film Victoria
13:00 - 13:30: Pine - Post-Mortem of an Overly Ambitious Open World Game
The journey that Dutch studio Twirlbound took with their PC and console debut title Pine, is one of many facets. Started from a student project with 5, the eventual team of 7 launched their open-world action-adventure game with ambitious ideas in October 2019, with a successful continuation as the result. Through subsidies, crowdfunding, and publishers, this is the story of how they got there.
By Matthijs van de Laar, Creative Director at Twirlbound
14:00 - 14:30: 500,000 Players, 0 offices: How a lean business doesn’t have to stay small
15:00 - 15:30: The impact of the COVID-19 crisis in the game industry
Early in March, it became clear that the COVID-19 pandemic was having an impact on the games industry. Major game industry event for business, networking, and promotion such as E3 and GDC were canceled. Shortly after, the Netherlands went into her own intelligent lockdown.
What was the impact of the lockdown and how was it managed by (serious)game studios and publishers in the Netherlands? Are online events a replacement for physical events? How did production transition towards teams working at home? Was the release of a game amidst the crisis any different and how did the lockdown impact sales?
This panel, led by Derk de Geus (DGA & Paladin Studios), will address said issues with Matthijs van de Laar (Twirlbound), Tim Laning (Grendel Games), and Martine Spaans (Tamalaki).
16:00 - 16:30: Grow it! a bit faster...
How to develop and test your products while you’re not able to meet your target audience (and your teammates) in person? In this talk, I will tell you more about Grow it! a game that helps teenagers stay positive during ‘corona times’; how the game is designed, tested, played, and some of the first results. Grow it! is a game we developed for the Erasmus MC Sophia Children hospital
By Annelies Wisse, Senor Experience and Play Designer at IJsfontein
17:00 - 17:30: Analysing player behaviour during a pandemic
In this live interview, Tony Habschmidt of Newzoo will shed some light on the impact of the pandemic on player behavior in the recent months and make some connections with data from a past economic crisis. How does the current situation affect playtime, genres, spending globally, and how does it differ per territory? What can game developers learn from the current player data and how does it impact their business?
17:00 - 18:00: Publishers talk creating new IP
Publishers openly discuss how they assess studios to select the right partner for the creation of new IP. What are the key best practices when reaching out to publishers to pitch for a new IP project.
By Bobby Wertheim (SEGA), Johan Toresson (Raw Fury), Eugene Maleev (Xsolla) and Mitsuo Hirakawa (TIC)
19:00 - 19:30: Kickstarter x Games: a successful love story
2019 was the best year for Kickstarter ever. The games category plays a major role here. In this presentation, I will show the newest numbers, highlight the relevance of authenticity and stamina for a successful (love) relationship, and share tips & tricks for developers going self-publishing.
By Michael Liebe, Outreach Games Europe at Kickstarter
19:30 - 20:00: Unraveling the Publishing Evaluation
How does a publisher decide to sign a game? What goes into each phase of a game evaluation? In this talk we’ll unpack the data and nuances of a publishing evaluation and how a publisher will make choices on signing a title. We’ll begin with the pitch and what publishers are looking for from first-contact. We’ll then dive into the many complicated layers of evaluating games at various states of development, the needs of a studio, and how final decisions are made to sign a game. We’ll conclude with overall strategies you can take to ensure that you’re putting you and your game in the best light.
By John Cooney, VP Business Development at Armor Games
09:00 – 21:00
In collaboration with MeetToMatch, INDIGO gives game companies the unique opportunity to meet with publishers, service providers, and other game companies.
Take a look at the growing list of everyone that is available for meetings.
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